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+<hr><h1>heat_haze.cpp</h1><a href="heat__haze_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
+00007 <font class="comment">/* Copyright, 2000, 2001 Nevrax Ltd.</font>
+00008 <font class="comment"> *</font>
+00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
+00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
+00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
+00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
+00013 <font class="comment"> * any later version.</font>
+00014 <font class="comment"></font>
+00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
+00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
+00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
+00018 <font class="comment"> * General Public License for more details.</font>
+00019 <font class="comment"></font>
+00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
+00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
+00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
+00023 <font class="comment"> * MA 02111-1307, USA.</font>
+00024 <font class="comment"> */</font>
+00025
+00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
+00027
+00028
+00029 <font class="preprocessor">#include "<a class="code" href="heat__haze_8h.html">3d/heat_haze.h</a>"</font>
+00030 <font class="preprocessor">#include "<a class="code" href="scene_8h.html">3d/scene.h</a>"</font>
+00031 <font class="preprocessor">#include "<a class="code" href="deform__2d_8h.html">3d/deform_2d.h</a>"</font>
+00032 <font class="preprocessor">#include "<a class="code" href="vector__2f_8h.html">nel/misc/vector_2f.h</a>"</font>
+00033
+00034 <font class="keyword">namespace </font>NL3D
+00035 {
+00036
+00037
+<a name="l00038"></a><a class="code" href="structNL3D_1_1CSinWave.html">00038</a> <font class="keyword">struct </font>CSinWave : <font class="keyword">public</font> CDeform2d::IPerturbUV
+00039 {
+<a name="l00040"></a><a class="code" href="structNL3D_1_1CSinWave.html#m0">00040</a> <font class="keywordtype">float</font> <a class="code" href="structNL3D_1_1CSinWave.html#m0">Phase</a>;
+<a name="l00041"></a><a class="code" href="structNL3D_1_1CSinWave.html#a0">00041</a> <font class="keyword">virtual</font> <font class="keywordtype">void</font> <a class="code" href="structNL3D_1_1CSinWave.html#a0">perturbUV</a>(<font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>, <font class="keywordtype">float</font> &amp;du, <font class="keywordtype">float</font> &amp;dv)<font class="keyword"> const</font>
+00042 <font class="keyword"> </font>{
+00043 du = 0.01f * sinf(25.f * <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a> + <a class="code" href="structNL3D_1_1CSinWave.html#m0">Phase</a>);
+00044 dv = 0.05f * cosf(19.3f * <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a> + <a class="code" href="structNL3D_1_1CSinWave.html#m0">Phase</a>);
+00045 }
+00046 } <a class="code" href="namespaceNL3D.html#a40">_SinWave</a>;
+00047
+00048
+00049
+00050
+<a name="l00051"></a><a class="code" href="classNL3D_1_1CHeatHaze.html#d0">00051</a> <font class="keywordtype">void</font> CHeatHaze::performHeatHaze(uint <a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>, uint <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>, CScene &amp;<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, IDriver *drv)
+00052 {
+00053 <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> m = <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>.getCam()-&gt;getMatrix();
+00054 <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> im = m.<a class="code" href="classNLMISC_1_1CMatrix.html#z293_7">inverted</a>();
+00055
+00056 <font class="comment">// compute the shape of the horizon</font>
+00057
+00058 <font class="comment">// first we compute the direction of the world up vector in the viewer basis. </font>
+00059 <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> up = im * <a class="code" href="classNLMISC_1_1CVector.html#p3">NLMISC::CVector::K</a>;
+00060 <font class="comment">// project onto the I and K vectors</font>
+00061 <font class="keywordtype">float</font> upNorm = (up.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a> * up.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a> + up.<a class="code" href="classNLMISC_1_1CVector.html#m2">z</a> * up.<a class="code" href="classNLMISC_1_1CVector.html#m2">z</a>);
+00062
+00063 <font class="keyword">const</font> <font class="keywordtype">float</font> threshold = 10E-4f;
+00064
+00065 <font class="keywordflow">if</font> (upNorm &lt; threshold) <font class="keywordflow">return</font>; <font class="comment">// the viewer is looking above or below himlself</font>
+00066
+00067 <font class="comment">// Compute the right vector. This is done by intersecting the horizon plane with a near plane. </font>
+00068 <font class="comment">// to do this, we transform the horizon plane into the view basis.This may be optimized, but is not critical.</font>
+00069 <font class="comment">//</font>
+00070 <a class="code" href="classNLMISC_1_1CPlane.html">NLMISC::CPlane</a> h;
+00071 h.<a class="code" href="classNLMISC_1_1CPlane.html#z305_0">make</a>(<a class="code" href="classNLMISC_1_1CVector.html#p3">NLMISC::CVector::K</a>, <a class="code" href="classNLMISC_1_1CVector.html#p0">NLMISC::CVector::Null</a>);
+00072
+00073 h = h * m; <font class="comment">// note : this multiply by the transposition of m</font>
+00074
+00075 <font class="comment">// intersect with near plane : we got y = 0, which gives us, as a right vector :</font>
+00076 <font class="comment">// if c is not 0, we got : x = 1 and z = (-a - d) / c as a working solution.</font>
+00077 <font class="comment">// Else we got x = (- d - c )/ a and z = 1</font>
+00078
+00079
+00080 <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> right;
+00081
+00082 <font class="keywordflow">if</font> (fabsf(h.<a class="code" href="classNLMISC_1_1CPlane.html#m2">c</a>) &gt; threshold)
+00083 {
+00084 right.<a class="code" href="classNLMISC_1_1CVector.html#z332_0">set</a>(1, 0, (h.<a class="code" href="classNLMISC_1_1CPlane.html#m0">a</a> + h.<a class="code" href="classNLMISC_1_1CPlane.html#m3">d</a>) / - h.<a class="code" href="classNLMISC_1_1CPlane.html#m2">c</a> );
+00085 }
+00086 <font class="keywordflow">else</font>
+00087 {
+00088 right.<a class="code" href="classNLMISC_1_1CVector.html#z332_0">set</a>( (h.<a class="code" href="classNLMISC_1_1CPlane.html#m3">d</a> + h.<a class="code" href="classNLMISC_1_1CPlane.html#m2">c</a>) / h.<a class="code" href="classNLMISC_1_1CPlane.html#m0">a</a>, 0, 1);
+00089 }
+00090
+00091 right.<a class="code" href="classNLMISC_1_1CVector.html#z331_4">normalize</a>();
+00092
+00093 <font class="comment">// now, find a point on screen that lay on the horizon line</font>
+00094 <font class="keyword">static</font> std::vector&lt;NLMISC::CVector2f&gt; poly(4);
+00095
+00096
+00097
+00098 <font class="keyword">const</font> sint xCenter = <a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a> &gt;&gt; 1;
+00099 <font class="keyword">const</font> sint yCenter = <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a> &gt;&gt; 1;
+00100
+00101 <font class="keyword">const</font> <font class="keywordtype">float</font> horizonHeight = (float) (<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a> &gt;&gt; 2);
+00102 <font class="keyword">const</font> <font class="keywordtype">float</font> horizonWidth = (float) (<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a> &gt;&gt; 2);
+00103
+00104 <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> tmp ;
+00105
+00106 tmp = horizonWidth * right + horizonHeight * up;
+00107 poly[0] = <a class="code" href="classNLMISC_1_1CVector2f.html">NLMISC::CVector2f</a>(xCenter + tmp.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a>, yCenter + tmp.<a class="code" href="classNLMISC_1_1CVector.html#m2">z</a>) ;
+00108 tmp = horizonWidth * right - horizonHeight * up;
+00109 poly[1] = <a class="code" href="classNLMISC_1_1CVector2f.html">NLMISC::CVector2f</a>(xCenter + tmp.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a>, yCenter + tmp.<a class="code" href="classNLMISC_1_1CVector.html#m2">z</a>) ;
+00110 tmp = - horizonWidth * right - horizonHeight * up;
+00111 poly[2] = <a class="code" href="classNLMISC_1_1CVector2f.html">NLMISC::CVector2f</a>(xCenter + tmp.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a>, yCenter + tmp.<a class="code" href="classNLMISC_1_1CVector.html#m2">z</a>);
+00112 tmp = - horizonWidth * right + horizonHeight * up;
+00113 poly[3] = <a class="code" href="classNLMISC_1_1CVector2f.html">NLMISC::CVector2f</a>(xCenter + tmp.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a>, yCenter + tmp.<a class="code" href="classNLMISC_1_1CVector.html#m2">z</a>);
+00114
+00115
+00116 CDeform2d::doDeform(poly, drv, &amp;<a class="code" href="namespaceNL3D.html#a40">_SinWave</a>);
+00117
+00118
+00119
+00120
+00121 }
+00122
+00123 } <font class="comment">// NL3D</font>
+</pre></div>
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